procedural-3d-engine/shaders/glsl/descriptorindexing/descriptorindexing.frag
2023-05-09 21:03:02 +02:00

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GLSL

// Copyright 2021 Sascha Willems
#version 450
#extension GL_EXT_nonuniform_qualifier : require
layout (set = 0, binding = 1) uniform sampler2D textures[];
layout (location = 0) in vec2 inUV;
layout (location = 1) flat in int inTexIndex;
layout (location = 0) out vec4 outFragColor;
void main()
{
outFragColor = texture(textures[nonuniformEXT(inTexIndex)], inUV);
}